Patrefans
GameMakersToolkit from patreon
GameMakersToolkit patreon

GMTK Insider (August 2017)

🕑 Added 2017-08-31 14:30:39 +0000 UTC
GMTK Insider (August 2017)

Comments

TheSandromatic

I was half tempted to make the Samus Returns vs AM2R video myself. I'm really interested in comparing the two, it's a very unique situation having two remakes of the same game released around the same time by two completely separate dev teams.

Super pumped about the Metroid 2 video idea. I loved AM2R, and Samus Returns is looking really good, so a deep dive into the different approaches on adapting the original game will be really interesting.

Nicolas Braun

Um, he's sick. My best friend's sister's boyfriend's brother's girlfriend heard from this guy who knows this kid who's going with the girl who saw Ferris pass out at 31 Flavors last night. I guess it's pretty serious.

Luke Mileto

I second that. (o・ω・o) Watching it felt like a journey

Thomas Bickley

"Define a visual language from episode 1 and stick to it!" I actually really enjoyed seeing how your visual language evolved throughout the series as your understanding of the dungeon structures developed with each game, but that may just be me loving some good graph porn.

Alternative title for the "How it changed" videos - How about "Evolve and Devolve"? It's got aspects of change and failing to change successfully, both of which are common in franchises. Devolve also has meanings of transferring from one to another, so it kind hits on two levels. Of course it also has repetition, so it's more memorable.

If you are going to do more "How It Changed" videos, might i suggest the Shock (System Shock through Bioshock) series as a potential topic? While i know that Errant Signal sort of talked about it in his video essays on Bioshock Infinite and 0451 games, I would love to see a coherent and design oriented approach to how a series changed it's focus from resource management to playing factions of against each other to pure combat. While it would end up as similar to the general progression in the Dead Space series, a greater shift towards action, the Shock series would provide an interesting bit of balance as the choices in the Shock series were made by the designers, not by someone on the corporate side. Anyway, i would love to see something on one of the best series by one of the best studios of yesteryear and how their legacy was handled.

Tim Romero

For the title of How It Changed, what about something relating to how game franchises evolve? "Evolution of a (Sequel/Franchise)" or something like that. It's analogous to how sequels change over time to survive the changing markets.

Ian Danskin

If you end up making a video on NOLF, do please tell us how you got it running on a modern machine. That is deep magick.

I think one useful idea about the encouragement idea was the 'play conditioning' that hbomberguy came up with. The video series he used it in was full of very... contestable opinions; but I think that particular term was a gold nugget and more people should start using it. Developing a design vocabulary is good!

Oh by far the most interesting would be your take on the "How games encourage behaviour". I mean, thats such a broad concept/theme it can probably go for a whole series on its own... But it's also ultra important for anyone interested in making games. The analysis (dishonored's leveldesign, metroids) are always great, but the 'finding fun/hooking/encouraging players' in design is probably the most valuable. At the same time though, that's a more abstract talk probably, which is what ExtraCredits used to do (somewhat), your channel was always great because you talk about specifics and not just 'what should be in the perfect world'. But I'm sure your take on even a less specific theme like that would be accompanied with tons of personal insights and references (which help a lot). So I'm really most looking forward to something of the "encouragement in game design" sorts :)

Manuel Alcoba

If the Dishonored 2 level design video goes on, it would be very interesting to draw some comparison between D2 and Prey levels. They are similar games but, for example, the fact that D2 happens in a living city and Prey in a, basically, dead space station influences the level design. Prey levels seem more hostile and, at the same time, more prone to exploration, for example.

Please do a video/stream on NOLF! I just installed both 1 and 2 for a nostalgia burst.

Tom T

Yeah. I've often found that my opinion of some games becomes more negative as time goes on, as I have a chance to think about its flaws. While you're playing through a new game, and even for a little while after you finish it, it's easy to ignore some of the flaws. Off the top of my head: Skyward Sword, Dragon Age Inquisition, and Metroid: Other M had this effect for me.

Tom T

Both the Dishonored video and the Metroid 2 video sound interesting. I've actually been playing Dishonored 2 lately. Speaking of which, another topic that could be explored with those games is how to handle lethal/non-lethal playthrough choices. Dishonored 1 had an issue where non-lethal playthroughs basically required abstaining from a lot of the skill tree. 2 fixes this a lot, particularly if you play as Emily (most of her powers have both lethal and non-lethal uses). That kind of brings up an interesting question though: should non-lethal or morally "good" playthroughs be as fun as lethal runs? Should they be just as fun, but more difficult? I mean, if "good" playthroughs are just as fun and about as difficult as more "evil" playthroughs, doesn't that devalue the choice a bit? Especially since usually non-lethal playthroughs of these types of games result in happier endings. Should the player have to make a sacrifice and avoid easy shortcuts in order to see a happier ending? Or should every playstyle be rewarded in games like this? I don't know what the answer is, but it seems like an interesting game design question that the Dishonored series presents.

Dan Root

Hype culture is definitely a factor when it comes to the by-the-second internet feed we're in now, it's an interesting point when it comes to our sorts of videos. I'm like you where I don't like to be caught up with the torrent of a new game (although I let myself go with Sonic Mania). Plus, I've lots of ideas still brewing in retro games and games from a few years ago. It's all about taking it easy 😎


More Creators